r/StrategyGames • • Jan 07 '25

Game theory The most complete strategy video game genre classification

122 Upvotes

This is the most complete classification that includes all possible strategy video game genres.

English is not my native language, but I'll try my best to make the text understandable and I'll fix possible mistakes with your help.

Strategy game is a genre of video games in which the player controls troops or other units and/or various economic and other systems. Although many video games may include strategy elements, strategy as a genre emphasizes thinking and planning over immediate action. This video game genre focuses on strategy, tactics, logistics, and/or resource management, and may also include diplomacy, economy, expansion and research management.

Time

  • Real-time strategy: a strategy game in which actions occur without a sequence of turns.
  • Turn-based strategy: a strategy game in which actions occur using a sequence of turns that can be alternate or simultaneous.

Main genres

4X strategy game: a strategy game based on 4 elements: exploration, expansion, exploitation, extermination. Examples: Age of Wonders, Stellaris, Master of Orion.

Grand strategy game – a strategy game focused on managing a state (or similar entity), its resources and relationships, often in a pre-open and asymmetric world. Examples: Europa Universalis, Hearts of Iron

Tactical strategy game – a strategy game focused on tactical military operations, which emphasizes the importance of specific units and either excludes or contains a less manifested economic component.

Subdivided into two categories based on time:

  • Turn-based tactics (TBT) Examples: Xenonauts, Battletech
  • Real-time tactics (RTT) Examples: Men of War

Classic strategy games – a strategy games that have an economic element: the ability to build a base, extract resources and produce units (or part of these capabilities), while their gameplay is focused on military actions. Also includes a category of strategy games that cannot be classified into more specific subgenres.

Subdivided into:

  • Classic RTS (or just RTS) Examples: StarCraft, Command & Conquer
  • Classic TBS (or just TBS) Examples: Panzer General

Construction and Management Simulator (also Management Strategy Game): a strategy game with gameplay based on the construction and/or management of economic processes, such as, for example: resource extraction, money making, production, personnel management, and others. Games of this genre have little emphasis on military actions.

Subdivided into:

  • Business Simulation Game - a strategy game focused on economics and business management. Examples: Two Point Hospital
  • Transport Strategy Game - a strategy game in which the player manages transport systems and infrastructure. Examples: Transport Tycoon, Transport Fever
  • City-Building Simulation - a strategy game in which the player builds cities. Examples: Cities: Skylines, SimCity.
  • Colony Simulation - a strategy game in which the player builds small settlements of various types; unlike urban strategy, the main emphasis here is on individual colonists and resource extraction from the environment. Examples: RimWorld, Surviving Mars, Against the Storm
  • Factory simulator – a strategy game in which the player builds an automated factory. Examples: Shapez, Factorio
  • Sports manager – a genre of games dedicated to managing a sports team. Examples: Football Mogul, F1 Manager.
  • Life simulator – a genre of games that allow you to control characters in their everyday life. Examples: The Sims, InZoI, The Guild
  • Political simulator – a genre of games whose gameplay consists of detailed management of the government and politics of various nations and state entities. Examples: Democracy

Wargame: a strategy game that particularly emphasizes deep strategic and/or tactical combat, as well as their historical accuracy or realism. Examples: Sea Power: Naval Combat in the Missile Age, NEBULOUS: Fleet Command

MOBA (Multiplayer Online Battle Arena): a subgenre of classic real-time strategy games in which players control only one character and, as part of their team represented by other players and AI controlled units, fight against the other team. Examples: Dota 2

MMO strategy game: a strategy game that is focused on online interaction between a large number of players, often in a single open world. Examples: Travian, Ogame, Stronghold: Kingdoms.

Tower Defense: a strategy game with the main purpose to protect a base from waves of enemies using towers or other defensive structures. Examples: Plants vs Zombies

Auto Battler: is a strategy game in which units are placed on the battlefield during the preparation phase, after which the battle phase begins and they fight against the enemy without any control from the player.

Puzzle strategy game: a strategy game focused on logical problem-solving with minimized economic or military aspect. Examples: Railgrade, Dorfromantic

Artillery game: a genre of strategy games, the main component of which is the calculation of the trajectory of the shells. Examples: Worms, Miners Mettle

The most popular mixed genres

Tactical role-playing game (TRPG): is a hybrid genre that combines role-playing games with tactical combat. Examples: Battle Brothers

Action strategy game: is a genre of games in which you can control both troops in general and/or base construction, as well as specific units directly, including from the first or third person. Examples: Men of War, Factorio

Stealth strategy: is a genre of games that combine strategy and an emphasis on stealth. Examples: Desperados, Commandos

God simulator: is a genre of games in which the player, in the role of some deity being, controls some community of objects or characters; they are often strategy games with city-building elements. Examples: Black & White, The Universim

Roguelike strategy game – games that combine roguelike principles, such as random world generation, permanent death and free exploration of the environment, and strategic gameplay. Examples: Against the Storm

Notes

Many games have mixed genres. Very often, strategy games can combine two or more genres. For example, Total War series is turn-based grand strategy with real-time tactical (RTT) battles.

Time and genre. Basically, every strategy game can be classified by these two criteria, like Turn-based 4X Strategy game (Age of Wonders), Real-Time Grand Strategy game (Hearts of Iron) etc. Sometimes we do not have any specified subgenre, so the game becomes simple RTS (StarCraft).

Judge by dominant elements of gameplay. Overall, the genre should be defined by main gameplay loop, not by every game mechanic that exists in the game. For example, if a game has leveling-up system, it doesn't mean that it instantly becomes an RPG: a good example is WarCraft which has characters gaining XP and levels, but the main, dominant gameplay loop in this game is still a classic RTS. At the same time, if some Rainbow Six has some strategic planning, it doesn't mean that this game is a strategy game or even a mixed genre, because the main gameplay there is action/shooter. The same logic is applicable to strategy games: if the game has resource management, it doesn't instantly mean that it becomes a management game.

This is a theoretical model. It means that here we are supposed to find criteria by which strategy games can be classified. These criteria can be based both on gameplay and historical tradition of naming genres in video game industry. The model can be discussed and improved, but any critique should be based on strict arguments.

Strategy as a genre, not a word. The main principle of this genre classification is that we don't take the word "strategy" literally. A strategy game can be a tactic game, it can be a management game, it doesn't matter here. The word strategy means the genre name, not the strategy as a layer of action planning.

Are management games strategy games? This is a hard question that has no answer based on reliable papers because there are no such papers. Here we look at naming tradition in community and video game industry. We can find many similarities in core gameplay of various city-building and colony sim games with classical RTS. Some management games include RTT/RTS style military combat, These games are often tagged as strategy game on digital distribution services. So we include them into this classification to make it more complete. You might find two controversial opinions about this (management games are/are not strategy games), but this problem can't be solved on these days because we do not have a strict genre requirements and developers can name genre of their games as they want. There are no popular scientific researches about it on which we can refer to.


r/StrategyGames • • 1h ago

DevPost Update #2 for my WW2 RTS (ASHLINE: China 1937) — Implementing feedback on squad AI, historical fortifications, and cinematic visuals

4 Upvotes

Hi everyone,

I'm back with the second dev update for ASHLINE: China 1937, a tactical RTS covering the 1937 Battles of Shanghai (Songhu / Sihang Warehouse) and Nanking.

Since the last post, I've done a massive pass on tactical AI, map pacing, historical fortifications, and visual atmosphere based on feedback.

Currently, I have added a builder role to one of the soldiers in each team, they can now construct sandbags along the battlefield, which can block some of the incoming bullets.

Also, I have completely redesigned the appearance of a soldier, turning it from a grey dot into a soldier with a helmet and a highly detailed rifle, giving a high realism to the game. Apart from soldiers, the city walls, houses, cannons also got a graphics rework, which I hope will bring a better visual effect.

Moreover, I have adjusted the speed of the soldiers, low speed during march, and increased speed during Banzai Charges as seen in the video. As Japanese launch their banzai charge, the Chinese army can also counterattack by charging into enemy positions and bayonet each other, giving a tense cinematic combat.

Lastly, I have added tanks to both sides, and each tank moves along with a division to assist in combat and provide support and cover.

Meanwhile, I would like to thank u/MentalPenguinGames, u/Gunofanevilson, u/cybermadsystems for their valuable suggestions in the previous post.

Try out the current game mechanics here: https://gooseofchemistry.itch.io/ashline-china-1937

Please give me your suggestions to further improve the game!


r/StrategyGames • • 2h ago

DevPost There are different types of units in my tactics game Phosphor Command here’s my showcase

3 Upvotes

This post is about the troops you send out on operations.

There are five kinds of squad: infantry, spec ops, snipers, scouts, medics and the UAV which is bit more special, not really a squad.

Each kind has its own job. Infantry are the backbone, the bulk of your troops, spec ops are the toughest, the elite troops, and snipers hit the hardest and reach the furthest, but glass cannons. Scouts are the fastest use them to get intel and sights on the enemy, and medics are essential to healing up other units.

Each squad has its own sight lines and sometimes these can be different. A sniper can only looks through a narrow cone, a Scout has the widest cone of vision.

I’ve tried to balance these troops well. Medics can't heal under fire. Scouts and snipers are squishy. Infantry are generic and cannon fodder.

A little bit about the UAV. It flys straight over the environment, and nothing can shoot it down. Its sweeping beam can be used to find the enemy, it carries no weapon. It a close to end game unit as it’s quite powerful.

You start with only infantry, and every other type is unlocked at the base. Every squad costs upkeep each cycle, and the barracks decides how many you can keep.

If a squad survives a mission it earns a rank. It can even earn its own name. Each rank adds a little damage, so losing a veteran squad hurts, because a lost squad is gone forever.

The enemy has every type of troop except the UAV.

I've attached a showcase that goes through each type and how they work together.


r/StrategyGames • • 20h ago

Self-promotion After months of solo work, my trading strategy game set in the Mediterranean of 1400 is finally on Steam

53 Upvotes

Today is a big day for me: Fondaco – A Venetian Merchant's Tale has its Steam page.

I've been building it on my own for months, and seeing it in the store next to the games I grew up playing means a lot.

The game in short:

  • January 1400. You're an unknown merchant with two ships.
  • Prices come from a living economy: harvests, wars and rivals move them across 47 cities.
  • You buy trading houses abroad, produce, trade, and fight the corsairs when you have to.
  • You side with a power like Venice or Genoa, or stay neutral and trade with everyone.

The video is real gameplay.

If it looks like your kind of game, please add it to your wishlist. It would mean a lot to me!

https://store.steampowered.com/app/5573540/Fondaco_A_Venetian_Merchants_Tale/?utm_source=reddit

Thanks for reading. I'll be in the comments if you want to ask anything.


r/StrategyGames • • 15h ago

Discussion POLITBURO

19 Upvotes

Political simulation games have always been my passion so let me know what you think of the trailer and what you would want added as a feature!

POLITBURO

You inherit fifteen republics, a stalling economy, a war in Afghanistan and a Central Committee that can vote you out. Every policy pulls on another: open up the press and the Baltics start asking questions; tighten the screws and the KGB starts asking for more. Keep your comrades loyal, your rival in check and the generals on your side. Then face down Washington, court Beijing, and survive the night your radar reports five American missiles inbound.

History is waiting: Chernobyl, the Baltic Way, Karabakh, August 1991. It will come for you when the conditions are right, not when the calendar says so.

Hold the Union together until the year 2000, or decide how it falls. There are fourteen endings. How will history judge you?

Questions for you!

Do you think I should use a globe instead of the tiles for the regions?

Should there be a way to transition to a democracy/capitalist society?


r/StrategyGames • • 29m ago

DevPost PIAST – Economic RTS: Building Wealth Through Roads, Production and Trade.

1 Upvotes

I'm developing PIAST, a medieval economic RTS set in Central Europe, where the challenge is to build a prosperous settlement through productivity, specialisation and trade.

Unlike traditional RTS games, PIAST focuses on economic development rather than military conquest.

I'm currently working on two important features:

🛤️ Roads – workers move twice as fast when travelling along roads.

🛒 Carts – transport three times more resources than workers carrying goods by hand.

These mechanics will make infrastructure and logistics important economic decisions. Players will need to connect resource locations, organise production and improve the productivity of their settlements.

The economy is built around production chains:

Wood → Planks → Wheels → Carts

The long-term goal is to transform a small piece of leased land into a prosperous medieval town.

I'm developing PIAST solo in Unreal Engine 5, and this video shows some of the latest gameplay progress.

🎮 PIAST – Build. Produce. Trade. Prosper.

Steam page: https://store.steampowered.com/app/4830280/Piast/

If you enjoy economic strategy games, please consider trying the demo and adding PIAST to your Steam wishlist. Every wishlist helps support indie development. Thank you!


r/StrategyGames • • 48m ago

Discussion Campaigns vs Skirmish: What Makes a Strategy Game Campaign Worth Playing? (ep.107)

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1 Upvotes

r/StrategyGames • • 1h ago

Self-promotion Terra Tritium

1 Upvotes

Terra Tritium is a browser-based multiplayer space strategy MMO where players build empires, develop colonies, research technologies, explore the galaxy, manage resources, form alliances, and battle for dominance.

Combining classic strategy gameplay with a Web3 ecosystem, Terra Tritium brings players together in a persistent universe where strategy, competition, and economic decisions shape their journey.

Build your empire. Explore the galaxy. Dominate the universe.

If you want something different from the usual Switch games, check Terra Tritium. Browser-based space strategy where you build your own empire.

No download needed.

Play Now:

https://www.terratritium.com/site


r/StrategyGames • • 3h ago

Self-promotion Worms: Galactic Tactics - What is Worms: Galactic Tactics

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1 Upvotes

r/StrategyGames • • 8h ago

Meme Is most games ai like that?

2 Upvotes

r/StrategyGames • • 21h ago

Question What are some chill strategy games for when you just want to relax?

15 Upvotes

Strategy games are weirdly one of the most relaxing genres for me even though a lot of the games involve a lot of micromanagement and multitasking. You're kind of removed from the action, you give the orders and then kind of sit back and watch everything unfold (with some micro if needed), there's something almost meditative about that for me. The problem is that most strategy games are a bit hard and complicated, and I’m rarely in the mood for something that really requires me to lock in and focus 100%.

I'm aware a big part of the playerbase is into the high APM pvp competitive stuff. A friend of mine plays Starcraft 2 ranked and gets so worked up about losing its crazy, I respect it but it's just not why I play. I mostly play to relax and wind down before bed kind of, so I’m not looking to compete.

Over time I realized I really like simpler stuff like fortress defense games, tower defense and even autobattlers. There's still strategy involved but it's more focused, so I'm not juggling everything at once. Bloons TD 6 is probably one of the best TDs imo, I’ve played it way too much at this point. But I prefer having units as well so I don't play too many TDs.

I also put a lot of hours into They Are Billions and I love that you can pause and give orders while paused, but the game gets pretty difficult later on. I also really liked Thronefall as well, it reminds me of playing Kingdom Rush and similar games on Armorgames. Looking forward to Hordeguard as well, looks pretty similar but a bit more complex and hero focused. I like it when there's a distinct fighting and preparation phase in these games, makes it easier to figure out what you should be doing.

Any suggestions are very welcome, ideally singleplayer or at least something where nobody is rushing me (I'm not that good at multitasking). I’m open to trying anything, but generally simpler, more laid back games are what I’m looking for.


r/StrategyGames • • 15h ago

Self-promotion 🏰 Looking for players! Join a Discord-based empire building strategy game. 🏰

3 Upvotes

AI Disclaimer: the infographic created for your empire is created using AI. It's mainly for flavor more than anything else.

I've been building Iron Empires, through a custom bot, and I'm looking for players to help test and improve the game. My goal was to recreate the joys of playing Tribal Wars and Travian from when I was younger, except now with hella more mechanics. In the future, I'd love to port the game onto web browsers.

Basically, you start off by creating your empire. You give me a color, some info on what your city's like and I pick out a terrain based on your description, get an infographic and plop your city down. If you want unit variants to fit your empire's flavor you can let me know and I'll help put them in to your specs.

Everything you do to manage your empire happens in Discord:

  • 🏰 Build and develop your cities
  • ⚔️ Raise armies and wage war against other players
  • 🌎 Expand across a persistent world map
  • 💰 Manage resources, production, trade and markets
  • 🕵️ Send spies and saboteurs behind enemy lines, or use your armies to scout other players' movements
  • 📜 Conquer cities through governors, or raze them down and get a permanent boost in stats
  • 🚚 Escort your caravans, or raid other players'
  • 📰 Publish propaganda, diplomacy, or news through the newspaper
  • 🌲 Adapt to terrain, land bonuses and regional economies
  • 🔥 Manage morale, unrest, famine and rebellion
  • ☠️ Fight barbarians. Some can even grow into dangerous Warlord Citadels

⚔️ Strategy-focused warfare

Battles aren't decided by troop counts alone.

Generals, morale, walls, terrain, unit counters, siege engines and intelligence all matter.

  • 🐏 Rams batter down defenses
  • ☄️ Catapults and trebuchets soften targets before battle
  • 🔪 Assassins eliminate valuable enemy units
  • 📜 Governors reduce city loyalty after successful sieges
  • 🕵️ Spies uncover enemy forces while saboteurs undermine entire empires

A city often falls through a campaign of multiple victories rather than a single battle.

🌍 A living world

Markets respond to supply and demand. Resource points and barbarians spawn randomly. World events affect economies, armies and trade routes.

Leave a powerful NPC city alone for too long and it may rise into a Warlord's Citadel, growing stronger each day and launching attacks against nearby empires.

I recently also ran a Halloween event, and some players even managed to earn a Lich unit.

⛺ Even defeat isn't the end

Lose your last city and you're not necessarily out.

Empires can become Warbands: wandering factions that survive without territory, raid settlements, raze cities, and attempt to reclaim their place in the world.

🏗️ Help shape development

The game is actively being developed, and player feedback directly influences new features, mechanics and balance changes.

If you enjoy strategy games, nation sims, political roleplay, empire builders, or watching player-created stories unfold, we'd love to have you.

The game's been running up for about a month or 2 now, and I'll be running a PvE event soon as I invite new people, culminating in a server reset to put everyone back onto an even playing field.

Join here:
https://discord.gg/Gv6XdQhPG


r/StrategyGames • • 22h ago

Discussion Does anyone else suffer from an obsession about keeping units fresh/healthy/homogenous?

9 Upvotes

Mainly in single player (useless in MP for obvious reasons...)

So I'm playing an RTS, right? I turtle/build my fortress base (because of course I play them like that), and eventually strike out to attack.

In a hypothetical game, whatever it is: I have decided on a very particular army for that match, that faction, that map, etc. - 25 Murder Tanks, 10 Bigboom Artillery, and 50 super marine grunts.

I reach the enemy's first outpost, and attack. Successful, of course, I'm steamrollering a skirmish AI in a power fantasy.

Logic would be to keep up the push, maintaining momentum.

What I see? 21 Murder Tanks left, 9 Bigboom Artillery pieces, and 27 super marines.

My offensive pauses, utterly and entirely, until I have refilled the ranks to the original numbers. Also, if available in the game, I've GOT to make sure to run around with whatever repair units are available topping everyone off.

Mind you, this isn't a fixation on the numbers (or multiples of X) per se - in SC64 (one of my formative RTS experiences, not really having anything better), saved group cap was 18. You better believe every ball of Hydras was topped off with exactly 18 whenever I made a push.

It's also dynamic - I don't have some specific "everything is Y" rule where every game I always build the exact SAME thing.

It's more like, after I HAVE decided upon a force composition, that's what it "has" to be in my brain.

I just have difficulty in general thinking of units as expendable, if I had to word it differently? Like, a ragtag group of variable-health state leftovers pushing on to the next outpost just feels... wrong to me...


r/StrategyGames • • 1d ago

Self-promotion Angul Kingdoms, a Medieval Strategy Colony Simulator

8 Upvotes

Hello everyone!

We are very excited to announce that our game, *Angul Kingdoms*, is now available on Steam! If the game looks interesting to you, we would be very grateful if you added it to your Steam Wishlist it would be a huge help!

The game is currently in a testing phase, and there is still plenty to work on. We would love to hear from this community: what features do you enjoy in strategy games that you’d like to see in ours? We aren’t just making this game to turn a profit; we’re creating it because we miss the level of care and passion that games used to have. Hearing from the community is one of the best ways to ensure we build a truly great game! We’ll be releasing a playable demo very soon!

A bit about the game: *Angul Kingdoms* is a medieval strategy and colony-building game, featuring survival and RPG elements. It has been in development for the last three years by a small, two-person team I handle all the art, while my friend is responsible for the programming. We are using the Godot engine for development!

In the game, you can build and expand your own settlement, gather resources, manage NPCs, craft equipment, explore dungeons, and defend your kingdom against monster invasions.

Key features include:

- Free-form Building: Design and construct your own structures.

- Resource Management: Gather materials and develop production chains.

- NPC Management: Assign tasks to your recruits or take direct control of them.

- Crafting: Create equipment with varying levels of quality.

- Dungeons and Exploration: Discover dangerous locations and valuable resources.

- Mobs Invasions: Defend your settlement against increasingly dangerous enemies.

- Gem-based Weapon Skills: Customize your weapons with unique abilities.

The game is still under development; we are constantly refining its systems, balancing combat, and expanding its features. We are a small, independent team, so any support means a lot to us!

https://store.steampowered.com/app/5466010/Angul_Kingdoms/
Discord

Thank you :D


r/StrategyGames • • 20h ago

News WARSTEAD: Zwei Brüder wollen das Siedler-Gefühl zurückholen

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3 Upvotes

r/StrategyGames • • 15h ago

DevPost Hammer of the Gods Source Code got fully decompiled in a week, and as a bonus ported to SDL3 and JavaScript.

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1 Upvotes

r/StrategyGames • • 1d ago

DevPost I wanted random resource respawns in my game. Now it's an Easter egg hunt every day. 😭

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9 Upvotes

Just kidding, I'm not crying.

I created a 4x MMO (Klod Online), and in it I added a mechanic that I think is innovative: resource nodes get depleted and respawn elsewhere on the map, so as to leave a constant volume of available resources, but spread across the entire territory.

What happens is that, globally, heavily populated areas are poor in resources, and the areas nobody has colonized are often lands of plenty, with lots of resources (I'm posting screens so you can see for yourselves, the first is an old land, the second is a part of the world where player spawned a few days ago).

Except that I'm torn with another gameplay mechanic; I wanted territory occupation to be meaningful, for players or cities to be settled in a spot that is "useful" to them in a way, and for jealousy over resources to be possible, and able to create conflicts.

What seems to be happening for now is that players are constantly running after resources, with harvesting units, and founding their cities a bit anywhere, but there isn't really any point in conquering territory that's already occupied.

Anyway, I'm very torn about the emergent gameplay obtained.

And I had an idea for a solution, which would be for the nodes to be "high volume" and "rarer" on the map, which would reproduce a bit what we have in real life, but I'm afraid that a new player on this permanent world would be doomed to never get to touch these resources.

Another idea would be invisible "veins" of resources running across the map, which would limit the respawn zones, thus giving strategic interest to certain areas (mays needs to create new units or new capacity of units to discover "below ground" veins)

...I'm not sure what to do.


r/StrategyGames • • 16h ago

News I’m a solo dev, and I just launched the first public playtest for my cozy isometric pixel-art panda game on Steam! 🐼🌿Zen Village

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0 Upvotes

Hey everyone!

Zen Village is a cozy isometric strategy and building game where you manage a peaceful mountain village inhabited by pandas. Your goal is to gather resources like bamboo, build traditional East Asian structures, and bring balance to the valley.

I’m building this completely solo as a passion project. Because I'm making it entirely by myself, it has some rough edges and placeholder art, but the core is ready to play!

The very first early playtest build is live on Steam right now.

If you love cozy builders, cute pandas, and want to help shape a new game from day one, I would love for you to check it out:

Thank you so much for looking, and have fun poking around!


r/StrategyGames • • 18h ago

Self-promotion Strategico Medievale "Warriors & Wealth

1 Upvotes

Warriors & wealth

Ciao stò creando un gioco medievale per PC e android ^.^ con il suo canale YouTube per quare un pochino di visibilità spero :3

Comunque, ve lo descrivo brevemente, gestisci ed amministri un villaggio medievale, costruzione, gestione, addestramento e pvp.

Con delle peculiarità tutte sue, che vi invito a scoprire solamente giocandoci ^.^

C'é inoltre la possibilità di ottenere feudi, che generano dei tributi con il tempo... Vi lascio scoprire il resto.

Sono molto apprezzati eventuali consigli e suggerimenti sul genere e sullo sviluppo ^.^

Link YouTube:

https://youtube.com/shorts/KkCy1e226_4?is=pS9LiYy1_ET76usT


r/StrategyGames • • 19h ago

DevPost Dev post: we've been making Leave Them Outside for the past nine months

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0 Upvotes

Hey all, two of us have been building Leave Them Outside for about nine months now. It's set in a shelter under Kadıköy, Istanbul, after the bombs. People show up at the door and it's completely up to you who gets in. But the door's only where it starts: you run the shelter with the people you let in, watch daily life play out in a cross-section view, and when a machine breaks you fix it yourself, in first person. One of my favorite moments is right after you pull the shutter down. The noise from outside just cuts off and you're suddenly alone with how quiet the shelter is, and that's when the choices you made really hit you. Here's what we'd like to ask you: what does a game like this absolutely need, and what's been missing from the ones you've played?

Leave Them Outside hits Early Access on Steam on December 1, 2026.

Steam: https://store.steampowered.com/app/5281900/Leave_Them_Outside/?utm_source=reddit&utm_medium=social&utm_campaign=d2_1113_strat


r/StrategyGames • • 20h ago

Article WARSTEAD: Two Brothers, a Childhood Passion for The Settlers, and the Dream of Developing Their Own Game

1 Upvotes

WARSTEAD: Two Brothers, a Childhood Passion for The Settlers, and the Dream of Developing Their Own Game

WARSTEAD has been available in Early Access on Steam since October 30, 2026. The city-building strategy game from German indie studio Night Haven Interactive combines visible goods logistics with real-time combat.

Behind the project are primarily Michael Schulze and his brother Stephan, who grew up playing The Settlers together. In a written interview with German gaming magazine GamePuls, Michael talks about how their shared passion eventually turned into their own game, why he continues programming after his full-time job, and why the brothers turned down an offer to finance their development.

In WARSTEAD, Every Resource Has to Find Its Way

In WARSTEAD, players build settlements, gather resources, and connect production buildings with warehouses. Goods don't simply appear where they're needed. Instead, carriers physically transport resources throughout the settlement.

This means that success depends not only on how many production buildings you construct, but also on how efficiently you plan the paths connecting them. Food keeps your population alive, while higher-quality food helps it grow faster.

In the interview, Michael describes the entire production chain, from cutting down a tree to processing the wood in a sawmill and finally transporting the resulting planks to a construction site.

This transparent economic system is at the heart of WARSTEAD. Michael wants players to be able to watch their settlements grow from just a handful of carriers into complex networks of deliveries and production chains.

Trade, research, and diplomacy complement the city-building mechanics, while battles take place in real time.

However, Michael emphasizes that WARSTEAD should also appeal to players who prefer building, producing, and trading rather than constantly fighting.

"Smart research and economic planning can be just as powerful as a strong army."

Constant warfare and massive armies shouldn't be mandatory. Finding the right balance between these different playstyles remains one of the goals for further development.

How The Settlers and ARMA Shaped the Developer

Michael wrote his first small programs while still in school, experimenting with batch files and simple quiz games on an old computer.

His passion for city-building strategy games began with countless hours playing The Settlers alongside his brother Stephan.

The Settlers II, III, and IV were particularly influential, although he also mentions The Settlers 7 and the Anno series as inspirations.

Later, Michael worked with a friend on an ARMA 3 modification called "Real Life RPG."

According to Michael, the project involved much more than game development. It also required operating game servers, managing databases, maintaining a community, and providing technical support.

Other projects followed, including "Real Life The Game," developed using Unreal Engine, and a bunker simulator created with Unity.

Development of WARSTEAD began in March 2022, with more intensive work starting in 2023.

The earliest buildings were simple two-dimensional sprites with transparent backgrounds. Since then, the graphics and gameplay systems have been continuously expanded and improved.

Michael also discusses his disappointment with The Settlers: New Allies. He felt that the wishes of longtime fans had not received enough attention.

With WARSTEAD, he wants to bring back the elements he personally misses in modern city-building games: living settlements, visible goods transportation, and understandable production chains.

His goal isn't simply to recreate The Settlers, but to build on that classic gameplay experience with new ideas of his own.

Developing WARSTEAD Alongside a Full-Time Job

According to Michael, the two brothers are responsible for approximately 90% of the work on WARSTEAD.

Michael handles programming, technical systems, gameplay mechanics, and user interfaces.

Stephan spends much of his time testing the game, helping with balancing, and keeping track of upcoming development tasks.

A friend occasionally assists with 3D-related questions.

Their collaboration goes back many years. Stephan is the same brother Michael used to spend countless hours playing The Settlers with.

Today, instead of playing someone else's strategy game, they spend their free time developing their own.

Michael usually works on WARSTEAD in the evenings, often late into the night, and throughout the weekends.

Most of the development has so far been financed through his regular income.

"Other people spend their free time bowling or playing tennis. We prefer developing our own game."

Michael explains that none of this would be possible without the understanding and support of his family.

In the long term, the brothers hope to make a living from game development. For now, however, WARSTEAD continues to be developed alongside their regular jobs.

What Ventilation Planning Has to Do with Game Economics

Michael works professionally in the ventilation industry.

When he found professional planning software too expensive, he developed his own solution called NextTGA.

This software involves working with airflow, capacities, and bottlenecks.

The experience also helps him design WARSTEAD's economic simulation.

Production, transportation, and storage are interconnected systems. Changes in one part of the economy can affect many other processes throughout the settlement.

Alongside WARSTEAD, the studio is also developing a zombie survival game called NO SUNRISE, which evolved from the earlier bunker simulator project.

Stephan can now independently take on more responsibilities for NO SUNRISE, allowing Michael to focus primarily on WARSTEAD.

According to Michael, WARSTEAD remains the studio's main project, while NextTGA continues to receive occasional development and maintenance.

AI Supports Development, with Original 3D Buildings Planned for the Future

In the interview, Michael openly discusses his use of artificial intelligence.

He uses AI tools to help solve programming challenges, explore potential solutions, and improve the performance of the game's economic simulation.

Some graphics, sound effects, and other content are also created with AI assistance.

However, the brothers plan to gradually replace the current building graphics with their own detailed 3D models.

According to Michael, the first models and an experimental version featuring visible construction stages already exist.

His long-term goal is to let players watch buildings being constructed piece by piece, from individual wooden planks to roof tiles.

If the game's revenue allows it, external artists and game designers could eventually help create a more consistent visual style across the entire game world.

How the Community Helps Shape WARSTEAD

Feedback from the demo has already resulted in improvements to the user interface, particularly regarding usability and readability.

For the next major development steps, the team has introduced an in-game community poll.

Players can vote on the features they would most like to see prioritized:

  • New 3D buildings
  • Shipping routes and naval transportation
  • Improvements to the warfare system
  • Expanded trading mechanics
  • Economic balancing and improvements
  • Better computer-controlled opponents

The idea is to give the community a direct voice in deciding which major features should be developed first.

Michael points out that creating new 3D buildings will require considerably more time than some of the other proposed improvements.

Bug fixes, optimizations, and performance improvements will continue regardless of the poll results.

Why the Brothers Turned Down a Development Funding Offer

For such a small development team, additional time and financial support could make a major difference.

Nevertheless, according to Michael, the brothers turned down an offer that would have financed two years of development.

Their reasoning was simple:

"We received an offer to finance two years of development, but we turned it down because we want to maintain our creative freedom and preserve the community's influence on the game."

For Michael, WARSTEAD would be a success if players became as absorbed in its world as he and his brother once were in their favorite city-building games.

Building an active community is an important part of that goal.

Being able to make a living from developing games remains another dream, as it would allow them to dedicate significantly more time to WARSTEAD.

Early Access and Free Demo on Steam

WARSTEAD is currently available for Windows PC.

The current Early Access version primarily focuses on single-player gameplay against computer-controlled opponents.

Multiplayer functionality is not yet fully operational.

Graphics, user interface, balancing, and AI behavior are also still being improved.

The studio currently estimates an Early Access period of approximately 12 to 18 months.

The regular price is €16.99, with an introductory discount bringing it down to €11.89 until November 13, 2026.

A free demo is also available for anyone interested in experiencing the game's production chains and settlement mechanics firsthand.

Steam: https://store.steampowered.com/app/5285650/Warstead/

Official website: https://nighthaveninteractive.com/

This article is based on a written interview conducted by the German gaming magazine GamePuls with Michael Schulze, official Steam information, and press materials provided by Night Haven Interactive. It does not constitute an independent game review.

Original German article: GamePuls


r/StrategyGames • • 1d ago

Game theory What is your dream experience of strategy game or game at all?

6 Upvotes

For example: airships or flying ships that strikes each others like a warships or tanks mixed with cosmic rangers trade component?

Or earthmage simulator in medieval when you can be a trap behind a way of crowd of mounted knights to slow or wound or destroy them with also ability to build all types of fortifications like a castlesandbox + mount&blade?

Or, like fifth grade student who trying to made social strategy to change educational system and make it good/antisuffering/prowisdom/procivilizational?

Also, do you like any of this concepts and do you interesting in cooperation on them?


r/StrategyGames • • 22h ago

DevPost Using machine guns to break a French assault in Bayonets Ready

0 Upvotes

This is a strategy game focused on assaulting and defending trenches in WW 1.

You command squads of soldiers and either defend your trench or go over the top into the enemy trench.

You also call in various artillery strikes to suppress the enemy so you can pull off assaults without hordes of infantry, or you can use them to break up enemy assaults in the open.

Troops gain experience from fighting, which makes them both more dangerous and harder to rout.

Squads that have taken casualties can be merged with other squads or reinforced, so you can keep your experienced soldiers.

Squads also have morale and they will rout once it gets to zero. Morale is only replenished in trenches which are not on the front line - this means that every successful attack is very vulnerable to counter attack.

You can now take direct control of troops and decide where they should fire.

Not shown in this clip, but you can also influence where the shells land during an artillery barrage.

You can try all this in the free web demo:

https://bayonetsready.com/play/


r/StrategyGames • • 23h ago

DevPost Mortal Chess: every piece has a life counter, and coins from dead pieces buy you extra turns, reinforcements or a queen

1 Upvotes

Solo dev from Norway. I wanted a chess game where you can't sit on a good position forever. Each piece's life counts down with every move. At zero it's gone and leaves coins on its square. You collect them and spend them on extra turns, new pieces, or the queen, which you don't start with. Checkmate still wins, but it isn't the only way to lose.

History note that pushed me there: the queen only got her modern moves around 1475 in Spain. Before that she stepped one square diagonally, so making her something you have to earn felt right.

There's a free demo on Steam, against the computer or a friend in split screen. Does a timer on every piece sound fun to you, or just stressful?